-
Shader and texture coordinates computation
Hello,
I am discovering that fixed functions concerning textures are not used with shaders...
I replicated glTexGen using the orange book to test : it works.
But I have some beginner questions :
1- Are gl_EyePlane* and gl_ObjectPlane* initialized by glTexGenfv(GL_*, GL_EYE_PLANE, vector) ?
2- Do I have to send the GLenums used with GlTexEnv and GlTexGen to the shader to know how to manage the texture ?
3- And a more general question : what are the fixed functions I can use with the shaders ?
I did not find a simple answer to these questions.
So I am interested in your advices or good links to read.
Thanks
-
Member
Regular Contributor
The general trend in shaders is away from any automatically defined variables. I would recommend loading down the lastest glsl specs (http://www.opengl.org/documentation/glsl/) and having a look at what variables are still defined. Other variables may still be defined for legacy reasons but if you are just starting stick to thoses defined in the specs. You have to load all others in uniforms or shared buffers for yourself.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules